I have been noticing in my Star Wars games that I have to do a lot policing concerning players doing things that I feel like break setting conventions, or to be less stilted: don't feel like Star Wars to me. I had a big discussion about this with my players after the last game, and while trying to be nice about it, I told them that I was going to be creating a style guide. My players are committed to making the game something exceptional as far as feel and tone, so I have buy-in for all of this nit-picking.
The thing is this, there are certain things that just don't work well with Star Wars in my opinion. It's not to say that they can't be done, so don't compare what I am saying with some idea of a generalized standard. This is just me trying to be really close to the movies and shows as far as feel.
In Lord of the Rings, for example, we have several large books in which a lot of granular detail is narrated, but not once (to my knowledge) is anyone depicted in graphic sex, relieving themselves, making lewd jokes, or using references to any of those things. You know that people are obviously relieving themselves and having sex, and that they must reference these things at some point, but it doesn't make into the narrative. I feel that this is done purposely because Tolkien was a pretty prudish religious fellow, but also to retain the fantasy romance epic style. The characters were purposely filtered to make the whole of the story have a certain focus.
Star Wars movies happen too fast to really be something that can be aped in a TTRPG for everyone's taste, as some players and GMs really like to get down into the detail and take their time looking around. If you run a game that is just like the movies in pacing and feel, then for one I say congratulations (sincerely), and two: I think that you and your players must be exhausted by the end of the session. It takes a lot of fast thinking to pull off something that plays like the movie script, and a whole lot of good improve skills to mesh events. Because the movies and shows tend to happen very fast, it can be hard to have enough of a grasp on what is going on to be able to "live" in the galaxy. It can feel like it does in the movies sometimes, like someone put a plate of food in front of you for 40 seconds and then took it away while you were eating. That keeps you hungry for more, but it can also be somewhat frustrating.
The opposing forces seem to me to be:
- Fast Pace vs. Exploration/Decision time.
- Alien World/Culture that is not defined vs. Living in the Galaxy and being a resident who knows all the details
- Alien World/Culture with its own identity vs. Real World Culture and Player convenience
So given that a Star Wars "feel" means fast pace in scenes, and also fidelity to the content of the movie/show scenes as far as which aspects of life are represented in the narrative (screen time), it seems to me that there should be things that you can kind of rule out as being not in alignment with the feel. They can be assumed to exist, but when they enter the scene they erode the feel. A No No list of things that don't fit well.
- Graphic Sex
- Graphic Sex Humor
- Character Elimination (Bowel and Bladder)
- Real World references that are plainly Earth only (Historical, Pop Culture, Linguistic)
Sometimes this stuff just comes through, and if you are having a Beer & Pretzels game, then these things will likely be the actual sources of fun as you laugh and enjoy the juxtaposition of sticking in real world stuff into the setting. But if you are looking to capture the feel of the movies and shows then you can try to avoid having these things enter into game continuity.
What things, if any, are in your No No list as you try to capture the feel of Star Wars? Thanks for any input that isn't thread crapping. I am not interested in how you feel that I'm wrong to do this. Perhaps if you feel that way you should make a thread that talks about the virtues of not being discerning about this stuff. Thank you
Edited by Archlyte